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Pathfinder 1E New to pathfinder. starting at level 10. Help pls! :D

Grimmjow

First Post
So my friends have been playing pathfinder and they invited me to join. I picked to play a palladin. The DM made him for me and im starting at level 10. What are some things i need to know about my class so that im not completely dead in the water when i start?
 

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What versions of D&D have you played before if any, and if you have, what classes?

What feats did he give you? Any special equipment that he's started you off with?
 

I would start here.

Paladins are typically melee combatants, almost always. You'll have a mount, who can be helpful- or a big pain in cramped quarters*. You don't need to be super zealous and one-dimensional in a fight against evil; you can have doubts, trust issues, and questions about what is right.

Lawful Stupid is bad!

I don't optimize so I can't help you there. What kind of Paladin are you playing? Is he or she based on film or book characters?


* You could have a super cool sword, but I like the mount idea. If you are dungeon crawling the sword may be a better choice.
 

A Paladin can also make a very good archer (which has the advantage of all full attacks all the time)
I tend to favor the weapon bond over the mount unless you're going a pure lancer (which often has a few problems)

https://docs.google.com/file/d/0B9vv1a7v3y5BT1dKLUZ0Qmh4Vmc/edit
has a lot of information about paladin builds (I haven't really checked how up to date it is)

A lot of how to play the Paladin effectively comes down to what the character has been built to do.

If you've been set up as a melee attacker most of the time you'll want to be power attacking.
Pick tough creatures to use smite on (you really don't want to waste it on targets that go down easily without it...
 

What versions of D&D have you played before if any, and if you have, what classes?

What feats did he give you? Any special equipment that he's started you off with?

Just 4th and Next. This is my first time playing PAthfinder but the group as been playing awhile so they know the rules enough to teach me. Its not learning the rules i'm worried about either, its just learning a new game at a higher level.

As for feats im not sure. He's my best friend so im sure he gave me feats that i would like.

I would start here.

Paladins are typically melee combatants, almost always. You'll have a mount, who can be helpful- or a big pain in cramped quarters*. You don't need to be super zealous and one-dimensional in a fight against evil; you can have doubts, trust issues, and questions about what is right.

Lawful Stupid is bad!

I don't optimize so I can't help you there. What kind of Paladin are you playing? Is he or she based on film or book characters?


* You could have a super cool sword, but I like the mount idea. If you are dungeon crawling the sword may be a better choice.

Thanks for the link it gives me an idea of whats up.

Melee is my thing however the mount thing kinda scares me. i guess ill either never use the mount, or learn to use it.

No lawful stupid. Lawful good yes, worshiping Buhamut (they use the 4e gods) so im LG but not enough to go off the deep end.

Hes a member of the White Sun. A group of paladins that are hunting down cults of Cyric (who the others players either belong or use to belong too) He trys to protect the innocent and brig justice to those deserving of it. His orders are currently to hunt down the x-cleric of Cyric (now a cleric of avandara) and see if he is as needed by the white sun as he claims to be. This cleric happens to live in the same house as me (my brother)

A Paladin can also make a very good archer (which has the advantage of all full attacks all the time)
I tend to favor the weapon bond over the mount unless you're going a pure lancer (which often has a few problems)

https://docs.google.com/file/d/0B9vv1a7v3y5BT1dKLUZ0Qmh4Vmc/edit
has a lot of information about paladin builds (I haven't really checked how up to date it is)

A lot of how to play the Paladin effectively comes down to what the character has been built to do.

If you've been set up as a melee attacker most of the time you'll want to be power attacking.
Pick tough creatures to use smite on (you really don't want to waste it on targets that go down easily without it...


I dont know what a weapon bond is but if i can take that id rather have it over the mount. im not sure what build he might be using for him but ill try and find out and let you guys know.

Thanks for your help guys ill find out and let you know tomorrow
 


Coming from 4e, I'd guess that keeping track of the powers and not missing anything there will be easier than getting down some of the changes in combat and the general game balance.

One of the changes from 4e in terms of powers is that some of the things that would have been encounter powers in 4e are usable a certain number of times per day instead, and so you could use them all up in one big encounter if you don't watch it.

Divine Bond (making your sword enchanted) can be used twice per day at your level.

Lay on hands (healing) can be used 5 times per day (1/2 your level + your Charisma. There are some options with it (you can heal things beyond damage, called Mercies) and take up two of your days uses to either heal everyone within 30 feet or blast undead within 30 feet (called Channel Positive energy).

You'll also have 3 to 6 spells (depending on your Charisma). These are each like a daily power, but you can choose which one's you want at the start of each day.

Keeping track of healing like your lay on hands and spells is especially important, since there aren't any healing surges. The party's cleric would be the primary healer, with you and any druids being the fallback, and the bard or ranger being their in emergencies. This seems like a very different dynamic than 4e, to the extent that sometimes the party might need to take a day off so that the cleric can heal everyone up again, and then have the time to recover those healing spells.

Combat can have a very different feel. Before your first game it might be good to have one of the other players give you two pretty quick practice combats.

A basic one just to get the feel of the movement and the flow would be something like having you beat the snot out of a single Cyclops.

To get a feel for some of the other stuff, something like a heroic (last?) stand where you have to buy as much time as possible alone against two 7th level rogues (with 14 str, 16 dex, 12 con, assault leader, distracting attack, +2 swords, +2 leather), an 8th level fighter (with 16 str, 10 dex, 14 con, improved trip, greater trip, weapon focus, and greater weapon focus, a +3 sword, +2 chain, and +2 shield), and two suicidal goblins (who believe there is no higher calling then jumping in to set up a flank).
 
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Remember your detect evil. It allows you to very quickly determine whether a particular opponent is evil.

Your smites are your biggest gun. Use detect evil to make sure that they are used only on evil opponents. Be careful to not waste them on minor monsters. On the other hand, don't try so hard to conserve them that you under utilize them. Deciding when to use your smites is one of the most important decisions you can make.

The fact that smites ignore damage reduction is usually WAY more important (especially at your level) than the additional damage it does.

You're a decent secondary healer. Depending on the group, you may need to keep your healing for the group or you may be able to spend it all on yourself. Laying hands on yourself as a swift action lets you take significant beatings.

But you'll probably be a relatively simple character to play. Your GM will likely have made you a melee type with a huge Armour Class. Your basic tactic is to just wade into the opponents and kill them.
 

Keep in mind that having a high charisma score will greatly help you. The paladin adds her CHA modifier to all his saves (Non-AC defenses in 4e). It also helps you cast harder to resist and more spells, gives you more uses of Lay on Hands and better Smites.

In Pathfinder, the two best combat styles, IMO, are Two-Handed (with a Greatsword or a Falchion) and Archery.

If you are going to go Two-handed, then take Power Attack, Furious focus and Improved Critical. Step up is another great feat to have.

If you go archer, Rapid shot and Manyshot are of paramount importance to the damage output. Other than that, Clustered Shots will help you keep up with high DR opponents and Deadly Aim will give you an extra damage boost.

This website has ALL THE INFORMATION of the Pathfinder game (Both Paizo and lots of 3rd party publishers).

Pathfinder_OGC

Races that give you a +2 to DEX and +2 to CHA are the optimal for ranged builds (Grippli, or something like that is one of them. Some kind of frog people, go figure!), while +2 STR and +2 CHA are the best ones for melee (can't think of anyone right now).

Otherwise, just go Human and kick some ass, the extra feat is great, especially for non-fighters!
 

So my friends have been playing pathfinder and they invited me to join. I picked to play a palladin. The DM made him for me and im starting at level 10. What are some things i need to know about my class so that im not completely dead in the water when i start?

For "divine bond" pick weapon not horse.

My advice is to work on one mechanic at a time. Don't try and handle everything all at once. One big mechanic a session.
Start with smite. Work to get how that works. Then Lay on Hands & Channel Positive Energy. Then Mercies.
 

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